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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Two sprite editors in one day.
  
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Smallhacker
Posts: 889/2273
Most likely ASM changes and some other stuff...
Mario Maniac
Posts: 267/281





Hey Hyper Hacker, what are you planning to add at "Edit Other Stuff"? Is it with ASM?
HyperLamer
Posts: 1955/8210
Meh, if it doesn't work just try again tomorrow.
Xkeeper 2.0
Posts: 158/1091
Strange... it was up for me.
cds113089
Posts: 20/46
I think your server is still down. The link won't load for me.
Alaric
Posts: 66/72
I haven't modified anything yet, but..
Great Work!!
*worships HH*
Oh, if you need a host, you MAY want to look into Shyper (http://www.shyper.com), but I don't know if they're accepting new sign-ups yet.. (Err, just checked, no cigar )
VB, eh? One of my main languages.. Neat.
Keep up the good work.
HyperLamer
Posts: 1877/8210
Hmm... You might have to move the ROM to a shorter path. I'll see if I can make the filename buffer bigger.
Alonguy
Posts: 26/92
Please Help! I cannot us it because of run time error 20476! It the filename buffer is too small. What does it mean? Please help!
rubixcuber
Posts: 11/46
Thanks, I found it. This is certainly a lot easier than just reading through the file in a hex editor, heh.

Oh, and HyperHacker, I was finally able to download it and I must say I'm impressed. I had started trying to put together some of that information, but I think you've saved everybody a lot of time. Thanks for a wonderful tool.
cpubasic13
Posts: 674/1346
That was using Evil Peer's SNES9X Tracer. I don't know of a link directly to it, but it is a very easy to use tracer. Try looking on Zophar's Domain. I am sure it is on there...
rubixcuber
Posts: 10/46
cpubasic13- what did you use to do the tracing? i've been looking for a good program to trace with...
cpubasic13
Posts: 668/1346
Originally posted by BMF54123
SWEETNESS. Now Stony XVII is invulnerable to fireballs and the cape like he should be. No more lame Power-Down Beam!



You are still working on it? Yay!

If I do recall, you did make the "Nintendo Presents" bigger to have a picture in it. I have tried to find the data that does this and this is all I found (ASM is easy once you have the data).

http://www.freewebs.com/cpub13/presentinfo.txt
(copy and paste to new window)
Data traced from when "Nintendo Presents" appears.

I have done some interesting stuff to this. I changed it from loading 70 in STA $0201 and made it have a different Y position. LDA #$01 into STA $1DFC makes it have a different sound effect other than a coin (I think 17 made it have thunder). LDA #$0F into STA $0DAE made it flash depending on what you load (0F made it flash 0 times, 1F made it flash 1 time when it went to dissappear). I am looking into how the rest of that data works, but I am stumped. Maybe this data could somehow be added into the editor in some way?

Also, when you set whether or not it explodes into smoke or falls, it does the opposite... fix that.
Alonguy
Posts: 22/92

Why? Why dosen't it open my rom? It says to increase Max file size, but how? LE? I dunno ... I never used it before.
BMF98567
Posts: 418/1261
SWEETNESS. Now Stony XVII is invulnerable to fireballs and the cape like he should be. No more lame Power-Down Beam!

(you'll see, very soon...)
HyperLamer
Posts: 1866/8210
Bah, that damn server keeps going down. Try again tomorrow. (Dunno when it'll be back up, I don't really have any control over it.) I had to move my layout to this server because of that - wouldn't be so bad if it just spat out a 404, but it actually sits there trying to load forever, so nothing else will.
rubixcuber
Posts: 8/46
Sounds like some impressive work, but the link isn't working for me. Anyone else having problems?
HyperLamer
Posts: 1864/8210
I'm pretty sure that's part of their ASM.
Aioria
Posts: 1152/1567
hey HH, I suggest adding a feature to edit sprites' speed too
HyperLamer
Posts: 1862/8210
I'll look for those. I forgot there were sprites that could hit you even if you spin jumped or were on Yoshi.
Knight of Time
Posts: 69/125
Originally posted by HyperHacker
The screenshot shows everything it can edit. There's still a lot of unknown stuff (and even some of the stuff that's not under 'unknown' is still not quite figured out, but did have a visible effect). If you can find the settings for Spin Jump, I'll add them, but I'm pretty sure it's just based on the other settings. If it can be jumped on it dies, otherwise you bounce. (The ASM takes care of things such as giving you a powerup if it's a Mushroom, Flower etc.) It looks to me like Yoshi jumping on them works exactly the same way as spin-jumping too, since it has the same effect.
As for making them faster, you'll need to edit the ASM for that. (Dunno which bank it's in yet, though. )


I couldn't find any setting in the program for spin jumps, so I really think that this should be added to the program.

The reason is, certain harmful, jump-proof sprites hurt Mario/Luigi if they spin jump on them, namely the fires created by Sumo Brothers and both kinds of the circling Boo Buddies. I'm also thinking that the fire breathed out by a Dino Torch also hurts Mario/Luigi if they spin jump on it...

'goes to check on this to see if he is right or wrong'

BTW, HyperHacker, there is something else I forgot to mention. Is there support to show if a harmful sprite will hurt Mario/Luigi even if he is on Yoshi (e.g. Mega Moles, the fire created by a Dino Torch)? If so, could you (or someone here) point it out to me please? If not, could you possibly add this to the program someday, please?

Edit: Just as I thought, Mario/Luigi does get hurt if he spin jumps on fire breathed by a Dino Torch...
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Acmlm's Board - I2 Archive - Super Mario World hacking - Two sprite editors in one day.


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